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HUD camera active or not active problem
Hello everyone. I'm making a java script for a FPS sniper game. The problem I'm experiencing is that the HUD camera (I made it to prevent clipping through walls) is not deactivating whenever I zoom (right mouse button) and re-appearing when not zoomed.
Just to clarify, I have a main camera, a weapon camera (or HUD that contains my weapon model and animations) and a kind of bullet follow camera when you hit a target.
I've tried so many things that I' ve lost sight of everything right now. Also my zoom function isn't working anymore because I've tried to change the script in order for it to work properly.. but I guess I've done more damage to it now .. I don't know if someone can help me out? I'd appreciate it a lot .. Thanks in advance!
This is the script:
var Guns:GameObject;
var HUD: GameObject;
var isZoomed: boolean;
function Start ()
{
isZoomed = false;
HUD.active = true;
}
function Update ()
{
if(Input.GetMouseButtonDown(1) && isZoomed == false)
{
Guns.gameObject.GetComponent(Gun).Zoom();
isZoomed = true;
HUD.active = false;
}
if(Input.GetMouseButtonDown(1) && isZoomed == true)
{
Guns.gameObject.GetComponent(Gun).Zoom();
isZoomed = false;
HUD.active = true;
}
if(Input.GetMouseButtonDown(0))
{
Guns.gameObject.GetComponent(Gun).Shoot();
}
}
function SeeBulletRun()
{
Guns.gameObject.GetComponent(Gun).DisableCamera();
HUD.active = false; // I added this code line
}
Answer by Xyleph · May 21, 2014 at 04:32 PM
I haven't had time to test your code, and I normally don't use Javascript. But in C# you need to put the component you want to "get" like this:
Guns.gameObject.GetComponent<Gun>();
If I understand correctly, HUD is a camera. You might want to change the HUD variable to a Camera instead of GameObject, and use:
HUD.enabeled = false;
And in the end, if Shoot(); is a method you might aswell want to check out "SendMessage"
https://docs.unity3d.com/Documentation/ScriptReference/GameObject.SendMessage.html
Hope this helps!
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